using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;

namespace GameTrakXNAExample
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        SpriteFont font;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";

            //Create a GameTrak component.
            GameTrakXNA31.GameTrakComponent gameTrakComponent = new GameTrakXNA31.GameTrakComponent(this);
            this.Components.Add(gameTrakComponent);
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            font = Content.Load<SpriteFont>("ExampleFont");
            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            //Get the GameTrak state and output it using SpriteBatch.
            GameTrakXNA31.GameTrakState currentState = GameTrakXNA31.GameTrakService.getState();

            spriteBatch.Begin();

            spriteBatch.DrawString(font, "Left Cord: " + currentState.LeftCord, new Vector2(25, 25), Color.White);
            spriteBatch.DrawString(font, "Right Cord: " + currentState.RightCord, new Vector2(25, 50), Color.White);
            spriteBatch.DrawString(font, "Button: " + currentState.BigButton, new Vector2(25, 75), Color.White);

            spriteBatch.End();
           

            base.Draw(gameTime);
        }
    }
}
